#version 140

layout(std140) uniform matModelViews
{
    mat4 matModelView[256];
};

uniform mat4 matProjection;

in vec3 InVertex;
in vec3 InNormal;
in vec2 InTexCoord;

out vec2 TexCoord;
out vec3 Normal;

void main()
{ 	
	gl_Position = matProjection * matModelView[gl_InstanceID] * vec4(InVertex,1.0);
	TexCoord = InTexCoord;
	Normal = InNormal;
}
